

We should expect to see more and more mobile chipsets sporting ray tracing hardware acceleration in the future, as well as games supporting ray tracing effects. Mobile SoCs have just begun featuring ray tracing accelerated hardware in the form of ARM’s Mali-G715 GPU and the AMD mobile GPU built into the Exynos 2200, to name a few. Having a ray tracing mobile benchmark on a platform as reputable as 3DMark is great to see. That said, it is still useful for testing lower-end or older hardware. So, don’t expect this benchmarking tool to be great for benchmarking your shiny new $2500 gaming machine. Test the speed of your 3D video card by selecting from options such as fogging, lighting, alpha blending, wire frame, texturing, resolution, color depth, object rotation and object displacement. The free version of PCMark 10 weighs in at about 2 GB, so be prepared for a big download. The paid version does add additional benchmarks and fancier result graphs.
3D BENCHMARK PC
As a result, the benchmark is significantly easier to run compared to 3DMark’s more demanding PC-specific ray tracing benchmarks like Port Royal. Benchmark the speed of your PC computer hardware, then compare the result to other machines. The free version includes video playback, web browsing, image manipulation, and storage benchmarks, as well as some 3D graphics and gaming performance benchmarks. While this new benchmark can be used on top-of-the-line gaming PCs, this new ray-traced benchmark is primarily designed for high-end mobile devices. Similar to other gaming benchmarks, the higher the frame rate, the higher the score. If you’re running the standard “quick-to-run” benchmark mode, the benchmark will show four scores on completion, featuring an overall score and three sub-scores representing each stage of the benchmark. This means that the benchmark will start out with a lighter workload that is easier to run, but will get progressively more demanding until the benchmark ends. The benchmark itself is a ray tracing-heavy scene that takes place over the course of three stages, with each stage increasing the graphical workload twofold.
